The "I'mNewToGearScore" DeadEYE Build

    PvE

by DerpyMcDerp736 last updated Jul 7, 2018    Patch v1.8

   

Votes: 0

   

Primary DPS

550,544

Firearms  

  5362

Toughness

440,177

Stamina  

  5362

Skill Power

128,315

Electronics  

  4166

Gear

classified gear icon DeadEYE Chest
All Resistance  (4%)
Health on Kill  (5%)
Ammo Capacity  (56%)
 

1401

DeadEYE Backpack
Health  (13339)
Ammo Capacity  (56%)
 
 

1272

DeadEYE Mask
Health on Kill  (5%)
Damage to Elites  (12%)
 
 

1272

classified gear icon Final Measure Gloves
Critical Hit Damage  (17%)
Enemy Armor Damage  (8%)
Marksman Rifle Damage  (12%)
 

1401

DeadEYE Knee Pads
Enemy Armor Damage  (4%)
Damage to Elites  (16%)
Disorient Resistance  (33%)
Bleed Resistance  (33%)

1272

Colonel Bliss's Holster
Health  (8337)

1272

1272

1272

Gear Mods

Gear Mod - Electronics Mod
Exotic Damage Resilience  (2%)
QUANTITY - 1
  

267

Gear Mod - Stamina Mod
Crit Chance  (1%)
QUANTITY - 1
  

267

Gear Mod - Firearms Mod
Skill Power  (3335)
QUANTITY - 1
  

267

Performance Mod
Pulse Lifetime
QUANTITY - 1
  
 

Primary Weapon  -  SOCOM Mk20 SSR

Reflex sight - Tan
Optimal Range  (5%)
Critical Hit Chance  (3.5%)
Stability  (3%)
 
Quick release magazine
Reload Speed  (31%)
Critical Hit Damage  (4%)
Rate of Fire  (6.3%)
 
Muzzle brake
Stability  (14%)
Optimal Range  (5%)
Headshot Damage  (6%)
 
Handstop
Reload Speed  (31%)
Stability  (3%)
Optimal Range  (5%)
 

Secondary Weapon  -  The House

T2 Micro red dot sight
Accuracy  (18%)
Critical Hit Chance  (3.5%)
Stability  (3%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Damage  (4%)
Critical Hit Chance  (3.5%)
 
Muzzle brake
Stability  (14%)
Optimal Range  (5%)
Critical Hit Chance  (3.5%)
 
Angled Grip
Stability  (14%)
Critical Hit Damage  (4%)
Optimal Range  (5%)
 

Off Hand Weapon  -  Custom PF45

Muzzle brake
Stability  (14%)
Critical Hit Damage  (4%)
Accuracy  (2.5%)
 
Small laser pointer
Accuracy  (18%)
Critical Hit Damage  (4%)
Stability  (3%)
 

Skills

Talents

Build Guide

WARNING: This build ONLY works in cover and med-short range. The Mk20 is supposed to be a shield destroyer and House is to knock down that HP bar when they push. It is able to work without the Recovery Link and 4th talent just more painfully. Toughness and Stamina are you're main stats with firearms 2nd. 

IF THEY RUSH WHEN OUT OF AMMO W/ HOUSE

The Mk20 DOES work as a semi-auto rifle in the event of rushed while House is empty. Aim near crotch (don't ask) and spam fire. Recoil is fairly high with this weapon

This build should be able to make within 3-5 days of becoming lvl 30.

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    550,544
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    805,784
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    295,304
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    4.5%
Critical hit chance with the primary weapon
Critical Hit Damage:    66%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    63,768
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    177,276
Damage dealt per bullet with a headshot from the primary weapon
Range:    69.00m
Optimal range for the primary weapon
Reload Time:    2.50s
Reload time for the primary weapon
Average Weapon Damage Per Magazine:    330,283
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    385,774
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    274,792
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    34%
Critical hit chance with the secondary weapon
Critical Hit Damage:    70%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    16,974
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    25,461
Damage dealt per bullet with a headshot from the secondary weapon
Range:    18.70m
Optimal range for the secondary weapon
Reload Time:    2.07s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    204,519
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    272,375
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    136,663
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    1%
Critical hit chance with the sidearm
Critical Hit Damage:    70%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    14,702
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    29,404
Damage dealt per bullet with a headshot from the sidearm
Range:    14.00m
Optimal range for the sidearm
Reload Time:    1.60s
Reload time for the sidearm
Min Firearms:    4,880
The minimum amount of firearms this build will have
Max Firearms:    5,362
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    4,880
The minimum amount of stamina this build will have
Max Stamina:    5,362
The maximum amount of stamina this build will have when fully optimized
Min Electronics:    3,811
The minimum amount of electronics this build will have
Max Electronics:    4,166
The maximum amount of electronics this build will have when fully optimized
Skill Power:    128,315
Improves skills
Skill Haste:    0%
Improves the cooldowns of skills
Max Health:    292,727
The maximum amount of health this build will have when fully optimized
Max Toughness:    440,177
Toughness is a combination of max health and armor
Max Health on Kill:    10%
Health on Kill is a percent of the health you get back when killing an enemy
Protection from Elites:    0%
Additional mitigation vs damage from Elite and Named enemies
Exotic Damage Resilience:    0%
How much exotic damage is mitigated
Bleed Resistance:    33%
How high a resistance to Bleeding this build will have
Blind Deaf Resistance:    0%
How high a resistance to Blindness/Deafness this build will have
Burn Resistance:    0%
How high a resistance to Burning this build will have
Disorient Resistance:    33%
How high a resistance to Disorientation this build will have
Disrupt Resistance:    0%
How high a resistance to Disruption this build will have
Shock Resistance:    0%
How high a resistance to Shock this build will have
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